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Aaron's Journey RPG + test version

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Level 9
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May 22, 2009
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276
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Story

Aaron got tired of doing what his parents and other people demanded of him, so he set off on his own journey.

There will be a Good-Evil system:
Some quests are asked by evil people, some by good.
Some quests will give you 2 ways to end them, a good and an evil way, choosing a way increases your "kindness" or "Evilness". Once you're over 90% Evil or Good, you're inconvertable Evil (or Good). Once you're inconvertable evil, you can't do anymore good quests, and vica versa. But much better and harder quests will open for you. You can see how evil or good you are on the multiboard.

There will also be a bounty hunter board, where you can take killing quests, each Wanted poster will have a level requirement.

Gameplay

There are 4 Skills you can choose from in the beginning of the game
Weaponcraft: These are fighter classes, they focus on their gear that increases their strenght and power of their abilities. You need this skill to be able to forge weapons.

Magic: Caster classes, can use magic shards which improve their abilities.

Alchemy : Experts in potions, materializing and vivicism (=turning objects to life, this word is made up). You need this skill to be able to use mixing pot to create potions.

Engineering: Can make droids and Robots, droids are used to assist the hero, either in battle or as support, Robots are used to be ridden in by the hero, so you either use the robot or the hero, the hero can repair droids and robots. Robots can carry heavy weapons(f.e. Sonic Dead Ray, EMP, Electric gun, Zapper, ...)

Later in the game you can choose a second skill (again one of these 4), that way you can combine 2 of these skills to obtain new classes.

Job System

You won't play with the same class all game, most likely you'll play atleast 4 different classes. You can open new classes as you level, if you meet the requirements. Possible requirements are:
-level
-Evil-Good
-Secondary skill
-Main quest development

You can change your class trough a building, where you can also change your multiboard (to see your herbs/mats). The building might have more uses later. The building will be useable where ever you are on the map.

Here is the list of jobs I've got so far:

Will be in the test version
Will be in the first version
Will be added eventually
Alchemist-> Naturalist (vivicism) -> geomancer -> Mother Nature
-> Potion Brewer -> Chemist -> Scientist
-> Weapon Forger (requires weaponcraft) -> Weaponsmith -> Weaponmaster
Engineer -> Technician (droids) -> Battle Droid Technician -> Master BDT
-> Support Droid Technician -> Master SDT
-> Mechanic (Robot) -> Greater Mechanic -> Master Mechanic
Fighter -> Archer -> Lancer -> Dragoon
-> Ninja -> Assassin -> Shadow Templar
-> Warrior -> Knight -> Juggernaut
-> Brute -> Berserker -> Barbarian
Mage -> Dark Mage -> Hypnotist -> Illusionist
-> Red Mage -> Elementalist -> Sage
-> Light Mage -> Priest -> Bishop
-> Green Mage -> Prophet -> Oracle

Special classes (combined by 2 skills, order of skills choosen doesn't matter)
Weapon + Magic -> Paladin
-> Enchanter
-> Monk (Secret, need to have finished game before)
Weapon + Alchemy -> Beastmaster
Weapon + Engineering -> Robot Gladiator Mechanic
Magic + Alchemy -> Animalist
Magic + Engineering -> Medic
Alchemy + Engeneering -> Biochemist
-> Puppeteer
-> Architect (Secret)

These classes can change I'll give individual information of the classes once I've finished them, and tested them.

Mastering Jobs
When you reach a certain level (thinking about 20), you master a job, this means when you take another job, you can choose to add all the spells of the mastered jobs to your new job (in a spellbook). You can only take one mastered job's spellbook to your new class, if you have more mastered jobs, you can change the spellbook when you repick another job.


I'll only post the basic jobs and their 1st sub, not the spoil the whole game, you'll have to find out future jobs by playing them :)

Each Job has 1 Initiate ability, 3 normal(4 levels) and 1 ultimate (Learned at level 6 and 12)

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Initiate: Scholar [Passive]
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Gives the alchemist +5 intelligence and a +10% exp rate

Create Mud Golem
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Creates a mud golem from the ground the alchemist stands on. Has a higher attack, more hitpoints and a new ability every level. Lasts till killed. Can only have 1 mud golem at a time.

Herbalist [Passive]
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Increases chance to drop a material required for potions. Also learns a new recipe each level.
Level 1: Shimmerweed +5%, Healing Potion Recipe
Level 2: Shimmerweed +5%, Blue Herb +5%, Ether Recipe
Level 3: Shimmerweed +5%, Blue Herb +5%, Spider Poison +5%, Poison Potion Recipe
Level 4: Shimmerweed +10%, Blue Herb +5%, Spider Poison +5%, Fire Potion Recipe

Materialize Weapon
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Creates a weapon out of the ground, increasing your damage. The weapon perishes after 30 attacks.
Level 1: A sword: +15 attack
Level 2: An Axe: +30 attack
Level 3: A Broad Sword: +45 attack
Level 4: A hammer: +60 attack

Metal Golem
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Combining potion brewing, materializing and vivicism, the alchemist creates a metal golem, carries a weapon(Perishes after 30 attacks), has infinitive potions(ability=Poison Potion) and lasts till killed, or when he's summoned again. Can heal himself by absorbing mud golems.



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Initiate: Herb Attraction [Passive]
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Increases chance to find herbs, instead of nothing.

Brew
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Brews potions on the spot. Brews an extra potion per level. Only works for potions in the first list. A new recipe is learned each level.
Level 1: Open Wound Potion Recipe
Level 2: Drunk Potion Recipe
Level 3: Hi-Potion Recipe
Level 4: Hi-Ether Recipe

Potion Throw
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Throws 2/3/4/5 potions at once to enemy units within range. Potions have to be in slot 1 of the hero's inventory. Only works for Poison Potion, Ultra Poison Potion, Fire Potion and Fire Potion 2

Potion Recovery
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You have 5/10/15/20% chance to recover a used potion

Upgrade Potion
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Upgrades 5/10 charges of potions in the first slot of the hero's inventory. If there are less then 5/10 potions they'll all be upgraded. Upgrade-able potions are: Poison Potion, Fire potion, Drunk Potion, Hi Potion and Hi-Ether



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Initiate: Absorb
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Sacrifice a created minion to restore the Hero's hit points and mana points. Restores hit points and mana points by 50% of the minion's current hit points.

Water Elemental
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Creates a water elemental. Lasts 60 seconds. Has a 300 hit point bonus when created in water. Water potion heals Water elemental for 500 hit points. Also gives the water elemental a 15 attack bonus.

Rock Golem
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Creates a Rock Golem. Has a higher attack, more hitpoints and a new ability every level. Lasts till killed. Can only have 1 Rock Golem at a time.

Abilities: none/Rock Throw/Bash/Rock Midgets

Rock Throw: throws 12 rocks at enemies, dealing 70 damage(total) and stunning for 2 seconds
Rock Midgets: When the Rock Golem dies(not by absorbing or resummoning), 3 rock midgets spawn, they last 60 seconds.

Earth Bound
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Turns the roots in the ground alive, trapping and damaging enemy units in a line.
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Wood Elemental
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Turns a tree into a wood elemental. Lasts till killed. The wood elemental can absorb water elementals and Rock Golems to become stronger. Limited to absorb 3 water elementals and 3 Rock Golems. Water Elemental gives +15 damage. Rock Golem Gives +5 Armor and +200 hp.



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Initiate: Raging Furry [Passive]
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Gives a 10% chance to do 2 times normal damage on an attack.

Knockback Strike
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Strong melee attack at single target. Effect: Knockback (Range=500). Damage: 75/160/255/360

Counter Strike [Passive]
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There's a 5% chance you block an enemy attack and returning 25/50/75/100% of the damage. The counter attack stuns the enemy unit for 1 second.

Basic Forging [Passive]
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Learns new recipes and/or forging techniques each level.

MultiSlash
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Increases the hero's attack speed by 300/400% for the next 4/8 attacks. Lasts 20 seconds.



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Initiate: Heavy Gear Component [Passive]
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This Hero and it's subs can wear Helmets, Axes and Hammers.

Outburst
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Uses the Hero's rage doing damage to surrounding units and pushing them away from the Hero. Effect: Knockback (Range=500). Damage 250/325/400/475

Continuous Blow [Passive]
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When attacking the same target multiple times, the Hero's attack speed increases by 15% after each attack. Stops increasing after 3/4/5/6 attacks. When targeting another unit the Hero has his original attack speed back.

Advanced Forging [Passive]
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Learns new recipes and/or forging techniques each level.

Body Slam
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Grabs targeted unit and jump into the air to devastating damage to the target and surrounding units. Damage: 750/1000 to target, 150/200 to surrounding units.



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Initiate: Light Gear Component [Passive]
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This Hero and it's subs can wear Boots, Gloves and Spears.

Arrow Barrage
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Shoots arrows at targeted area dealing damage. Effect: Stun: 1 second. Damage: 250/325/400/475

Wounding Shot [Passive]
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The Hero's attacks wound the target. The target receives damage each second for 5 seconds. Effect: Attack speed -10/15/20/25 %, Movement speed -50%. Damage: 5/10/15/20 per second.

Advanced Forging [Passive]
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Learns new recipes and/or forging techniques each level.

Arrow Shield
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Creates a shield of arrows around the Hero. When the Hero is attacked there's a 20/40% chance the shield will return a burning arrow to the attacking unit. Deals 100 damage.
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Initiate: Osmose
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Drains 15 mana per second from enemy unit. Lasts 6 seconds.

Cure
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Cures targeted unit for 100/150/200/250 + Magic Power hit points

Splitting Fire
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Fire blast on single target, does low fire damage to surrounding units. |n|c00ff0000Damage:|r 50/100/150/200 + |c00ff8000Magic Power|r, 25 damage to surrounding units. |n|n|c00ffff00Does bonus damage to drunk, oiled or goo'd units|r

Dark Demon
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Summons a dark demon that will cast 1/2/3/4 spells on targeted unit. It's possible to have the same spell cast twice or more.
|c0000ff00Blind(40%)|r: 20% chance to miss. Lasts 15 seconds.
|c0000ff00Slow(30%)|r: attack and movement speed -20%. Lasts 20 seconds.
|c0000ff00Hex(20%)|r: Lasts 8 seconds. Does not work on heroes.
|c0000ff00Blood Crest(10%)|r: dark damage=200 + |c00ff8000Magic Power|r

Mana Absorb [Passive]
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There's a 5/10% chance you block an enemy attack and gain mana points equal to the amount of damage received.



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Initiate: Mana Regeneration [Passive]
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Gives additional 0.75 mana regeneration

Cure 2
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Cures targeted unit for 300/350/400/450 + 2 x Magic Power hit points

Drain
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Drains 75/125/175/250 hp from enemy unit. Lasts 1 second.

Reflection Shield
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Creates a shield around target that blocks 50% of any incoming damage. The shield can withstand 100/150/200/250 + 2 x |c00ff8000Magic Power|r damage. When the shield can't take any more damage it does the amount of damage it received to surrounding enemy units. |n|n|c00ffff00Shield receives full damage taken|r

Auto Revive [Passive]
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When killed, the Light Mage will come back to life. Cooldown = 300/200 seconds.



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Initiate: Mana Regeneration [Passive]
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Gives additional 0.75 mana regeneration

Splitting Fire 2
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Fire blast on single target, does low fire damage to surrounding units. |n|c00ff0000Damage:|r 250/325/400/475 + 2 x |c00ff8000Magic Power|r, 75 damage to surrounding units. |n|n|c00ffff00Does bonus damage to drunk, oiled or goo'd units|r

Ice Spiral
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Creates a spiral of ice, freezing and damaging units touched by it. Does 90/180/270/360 + 2 x |c00ff8000Magic Power|r damage. Lasts 5 seconds.
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Thunder Bolt
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Creates a bolt of thunder, damaging unit across it's path. Does 125/200/275/350 + 2 x |c00ff8000Magic Power|r damage

Flare
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A devestating magic attack. Does 400/800 + 3 x |c00ff8000Magic Power|r damage



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Initiate: Sleep
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Puts a target enemy unit to sleep for 7 seconds. A sleeping unit can be awoken by attacking it.

Dream Eater
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Steals sleeping unit's dream, dealing 100/200/300/400 + 2 x |c00ff8000Magic Power|r damage. Restores 50 of the caster's mana. |n|n|c00ffff00Only works on sleeping enemy units|r

Immoral Aura [Passive]
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Decreases surrounding enemies armor by 2/4/6/8.

Hex Rays
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Sends out 1/2/3/4 rays that hex enemy units. Hex lasts 7 seconds. Does not work on heroes.

Dark Vortex
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Creates a Dark Vortex which pulls nearby enemy units to it. Unit near the center of the vortex receive 25/50 + |c00ff8000Magic Power|r/5 damage per second. Lasts 20 Seconds. |n|n|c00ffff00Heroes don't get sucked into the vortex but take the damage if they're close enough to the centre|r



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Initiate: Starter Engineer [Passive]
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Gives +50 |c000080ffDroid Skills|r and increases |c00ffff00Weight Limit|r by 100

Repair
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Repairs droid or robot for 25/50/75/100 hit points.

Basic Droid Skills [Passive]
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Increases the attack by 5/10/15/20 and hitpoints by 50/100/150/200 of all droids indefinatly. Increases Droid Skills by 15/30/45/60. Learns how to make a new model at level 4.

Basic Robot Skills [Passive]
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Increases Robot's hitpoint by 100/200/300/400. Increases the weight limit by 20/40/60/80. Learn a new weapon recipe at Level 2. Learns how to upgrade to a new model at level 4.

Dynamite
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Throws a dynamite that'll explode after 5 seconds. Does 250/500 damage to enemy units within range.



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Initiate: Novice Technician [Passive]
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Gives +100 |c000080ffDroid Skills|r and +10 Intelligence

Repair 2
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Repairs mechanical unit, restoring 150/225/300/375 hit points and 50/100/150/200 mana points.

Magnetic Field [Passive]
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Decreases nearby enemy units their attack speed by 8/16/24/32 % and Movement speed by 10/20/30/40 %

Advanced Droid Skills [Passive]
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Increases the attack by 5/10/15/20 and hitpoints by 50/100/150/200 of all droids indefinatly. Increases Droid Skills by 15/30/45/60. Learns how to make a new model at level 4.

Kamikaze
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Destroy one of your droids to do 500/1000 damage to surrounding enemy units.



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Initiate: Novice Mechanic [Passive]
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Increases |c00ffff00Weight Limit|r by 200 and +10 Intelligence

Repair 2
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Repairs mechanical unit, restoring 150/225/300/375 hit points and 50/100/150/200 mana points.

Evasion [Passive]
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Gives a 10/20/30/40% chance to avoid attacks.

Advanced Robot Skills [Passive]
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Increases Robot's hitpoint by 100/200/300/400. Increases the weight limit by 20/40/60/80. Learn a new weapon recipe at Level 2. Learns how to upgrade to a new model at level 4.

Spoils of War
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When your robot kills an enemy unit it receives +5 gold and has 5/10% chance to find an ore.



Items

There are herbs and materials to make potions and weapons with, you can find these items across the map, enemies drop them, and you can find herbs in bushes.You won't have to carry these items in your inventory, they dissapear when you pick them up, you can see how many you have of each tiem by changing the multiboard.
List of Herbs and materials:
-Copper
-Iron
-Steel
-Titanium
-Shimmerweed
-Spider Poison
-Poison Ivy
-"Color" Herb (Blue, Red, Green, ...)
-Alcohol
-Corpse Remains

I'll update the list of finished items as I progress, I've written down a lot but I'll start with the ones I made, and the ones I gonna add in the nearby future:

Alchemy: potions (100 charges max each)
Healing:
-Tonic, Healing Potion, Hi-Potion, G-Potion, X-Potion, Mega-Potion
Mana:
-Magic Leaf, Ether, Hi-Ether, ...
Elixer: heals mana and hp

Poison Potion:
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Does 100 damage and 10 dam per second to enemy unit (10 seconds)
Does 100 Bonus Damage on impact when the enemy unit has Open Wounds (see further)

Ultra Poison Potion:
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Does 200 Damage and 10 dam per second (20 seconds)
Does 200 Bonus damage with open wounds

Bio Potion:
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same as other poison potions but stronger

Open Wounds Potion:
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Wounds enemy units (aoe 200), decreasing their armor with 4
Poison does more damage on impact


Drunk Potion:
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Potion filled with alcohol, % to miss, and attack rate -
Drunken enemy takes small bonus damage from fire attacks/spells/potions

Oil Potion:
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Better then alcohol potion: % to miss, attack -
Enemy with oil takes bonus damage from fire, also burns for 20 seconds after potion is used, the effect stacks with multiple fire attacks.

Goo Potion:
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Covers enemy in goo, making him run away for for 3 seconds, leavin a trail of goo, if the enemy is hit by a fire attack the trail is set on fire aswell, damaging enemy units standing on it.
Bonus damage to goo'd enemy unit

Fire Potion 1:
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Does fire damage to a single target


Fire Potion 2:
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Does fire damage to single target

Water Potion:
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Used on Water minions or enemy
Can be used on friendly water elemental to heal 500 hit points and give a +15 damage bonus(damage does not stack)
When used on enemies: -15 attack speed
Damages fire enemies: 500 damage. Enemies that have natrium on them explode, dealing big damage.

Natrium Potion:
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Slow enemies attack speed by 15% and movement speed by 20%
Makes water or wet enemies explode, dealing big damage

------End of Potions-----[There are a lot more potions, but I rather have it you discover them in the map]


All potions are made in mixing pot (is in town) or made by brewmaster, the same amount of herbs can create different numbers of potions. Depends on skills and items.

Misc.:

Casted spells and damage dealt are shown as floating texts
If you die you lose exp and gold
You will always see where you are on the multiboard(citynames, names of forest, ...)
Most abilities will be triggered
I'll be using more custom models then I'm used to, but I'll still rely a great deal on the basic warcraft 3 stuff.
Vivicism isn't just summoning, some minions requires materials, and sometimes materials improve your minions (if you create a water elemental in shallow water it's much stronger, Ents' strenght depend on how much trees were nearby, Rock Golem is stronger when made out of a rock rather then out of the ground, etc...)
This is a single player rpg, even tho I'll be writing the triggers as if it were a multiplayer incase I'd ever decide to make it multiplayer. (or someone else)
There's a lot I haven't mentioned yet, but this will be updated.
I'm guessing this will take 3 months or more, I might have a test version in a month.



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FirePotion Mr.Goblin
FirePotion2 Mr.Goblin
FirePotion3 Army-of-Pandas
PoisonPotion Army-of-Pandas
PoisonPotion2 Mr.Goblin
FastPotion CRAZYRUSSIAN
BearFormPotion CRAZYRUSSIAN
PoisonGasPotion ChevronSeven
NaturePotion CRAZYRUSSIAN
IcePotion Army-of-Pandas
SuprimePotion ChevronSeven
BirdMorphPotion CRAZYRUSSIAN
PureDarkPotion CRAZYRUSSIAN

HolyShield Mc!
ArcaneShield Mc!
MagicShield Mc!
GoldShield Mc!
DarkShield Mc!
GoldenShield X.e.r.e.X
HolyShield ?
HolySword Kola
RazorEdge -Berzeker-
HolyArmor Mc!
SoulArmor Mc!
FrostArmor Mc!
FrostArmorComplete Mc!
GoldHelmet Mc!
GoldArmorComplete Mc!
CounterStrike CRAZYRUSSIAN

GoblinDrillBot Donut3.5

GoblinSlammer jk2pach
GoblinALchemist Red_XIII
NorseStronghold Mr.Bob
Tavern Mr.Bob
WizardTower Mr.Bob
IonCannon Will_THE_ALMIGHTY
GroundExplosion WILL_THE_ALMIGHTY
RoboMole DonDustin
FireNova JetFangInferno
Black Hole Carrington2k
GoblinDrillBot Donut3.5
FlyingMachine GyroSphinx
Goblin Pyromaniac WILL_THE_ALMIGHTY
GoblinMedic Rizz_Boomer
GoblinMobileTurret Donut3.5
GoblinEngineer WILL_THE_ALMIGHTY
GoblinHeavyBot Mc!
GiantSandWorm Sephiroth_VII


Summary

So basicly you start the game choosing 1 of 4 skills:
Alchemy: Can use mixing pot, brew potions, create minions and make materials
Weaponcraft: Can use Forgery and Blacksmith, can make a lot of different weapons
Magic: Magicpower can influence the damage your spells do, this can be increases by certain items, which are buyable, or dropable from bosses
Engineering: Can use Workshop, makes droids or robots (not too futuristic, it's like goblin based technology)

You can sub your class and keep it's spells (or some of them) when u master the class

You can choose if you become good or evil, each one opens different items and subs. (Not in test version)



-Good and evil system (you have no quests that change this)
-3th, 4th and 5th class subs
-80(or more)% of the terrain, items, units and quests
-A 2nd skill (full version you choose 2 instead of 1 skill)
-Bounty hunts (only one available)
-some other things probably


If you test this let me know what skill you picked, any bugs and/or positive feedback are much appreciated (+rep for constructive criticism)
 

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  • Aaron's Journey Rpg.w3x
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Level 3
Joined
Nov 16, 2009
Messages
66
I tried it, picked alchemist, then herbalist, then chaged to brewmaster. I am also trying the engineer now. Completed every quest available in the test-version. Havent found any serious bugs, but there was something i didnt understand - sometimes it writes "you need to have a compatible item in slot 1". What does that mean? Also when you upgrade alchemists skill that makes a weapon to lvl 4, you get a hammer that gives +60 damage, but the tooltip still says that the weapon gives +45 damage. That was all i found while playing as an alchemist. Just two very minor things(i couldnt call them bugs). The game was really great. Cant wait until you finish it.
 
Level 9
Joined
May 22, 2009
Messages
276
I tried it, picked alchemist, then herbalist, then chaged to brewmaster. I am also trying the engineer now. Completed every quest available in the test-version. Havent found any serious bugs, but there was something i didnt understand - sometimes it writes "you need to have a compatible item in slot 1". What does that mean? Also when you upgrade alchemists skill that makes a weapon to lvl 4, you get a hammer that gives +60 damage, but the tooltip still says that the weapon gives +45 damage. That was all i found while playing as an alchemist. Just two very minor things(i couldnt call them bugs). The game was really great. Cant wait until you finish it.

Thanks, the tooltip must just be a typo of myself

with the compatible item in slot 1, it's probably for when you use upgrade potion or potions throw, it only works on the item in slot 1, and it must be a potion like stated in the ability's tooltip
 
Level 9
Joined
May 22, 2009
Messages
276
ye you can't see it when you're not in it, cause the upgrade only works for player 1, but once you step into the robot you'll see the hp and damage increase

I guess I could change it so it also does it for neutral passive player
 
Level 7
Joined
Mar 24, 2008
Messages
244
This Map Is AWESOME! xD

This quote kinda bothers me... It shows up on pretty every action u take:
"You need to have a compitable item in slot 1"

So far I only tested Engineerer, I like it But, are droids special there for something, cuz I obviously don't find needs for them yet, As long as im In the robot im owning xD, and I was thinking maybe if someone is speaking "Quests" Don't keep making it say their name, Do it once at start and then just continue with the text going on + it's kind of fast. Overall the map is pretty amazing hehe keep up the good work i also like ur terrain =]

Did u take the Engineer entering robot thingy from some game? xD I remember a "War" type game tht u can enter robots and stuff lik tht if u have some skill points o.o

EDIT:
NVM about the droids, they are useful for tank and such lol
 
Level 9
Joined
May 22, 2009
Messages
276
This Map Is AWESOME! xD

This quote kinda bothers me... It shows up on pretty every action u take:
"You need to have a compitable item in slot 1"

So far I only tested Engineerer, I like it But, are droids special there for something, cuz I obviously don't find needs for them yet, As long as im In the robot im owning xD, and I was thinking maybe if someone is speaking "Quests" Don't keep making it say their name, Do it once at start and then just continue with the text going on + it's kind of fast. Overall the map is pretty amazing hehe keep up the good work i also like ur terrain =]

Did u take the Engineer entering robot thingy from some game? xD I remember a "War" type game tht u can enter robots and stuff lik tht if u have some skill points o.o

EDIT:
NVM about the droids, they are useful for tank and such lol

thx for testing. The message is normally only for certain abilities that the alchemist uses, dunno why it would bug

You can check F12 to see what the quest guy said if it goes too fast

I didn't take the robot system from any game, even tho it's very well possible someone else came up with the same idea in the past
 
Level 4
Joined
May 3, 2005
Messages
98
I've tried the map. I think it's really good so far. I've played as a fighter and here are some things that I've found that you might want to fix:

-For every action I take, it says "You must have a compatible item in slot 1". I receive this message even when counter-strike triggers or the Corrupted Treant used entangle on me.

-If I use tonic in slot 1, I get the message with "compatible item in slot 1". If I use it from slot 6, it says "You lake the required materials for this recipe".

-If you intend to have more cinematics in the game other than the ones in the beginning, make the skippable.

-The healing aura of the priest is way too slow. Make it so you heal in 2-3 seconds, there's no point in waiting there.

-Knockback spell can send units behind trees or between doodads, in places you can't reach them.

-Counter-Strike triggers rarely. Maybe increase the chance with the level of the spell? Something like 5/10/15/20% or 4/8/12/16%.

-Disease (from Treant) triggered counter-strike.

-It's not "Forgery", it's "Forge". "Forgery" refers only to something fake.

-If you can, make units respawn at their original position, not where they died because it's very likely that big groups will form around the teleports.

-When you change your class, you keep only one item in your inventory. The rest are dropped on the ground.

-Plain Bracelet gives mana burn and Bsic Axe gives armor reduction. These are both orb effects and do not stack. Mention than in the description of both items.

-When you are able to buy ore, it says "Purchase Shimmerweed". This is only a typo, you still get ore.

-You should still be able to pick up materials(ore/copper/iron) with you inventory full, since they don't actually occupy any slot.

-You have the Forge ability "Ironize", that transforms a basic item to an iron item. Shouldn't there be a copper stage between the two? EDIT: I found out that "Ironize" first turns the item from basic to copper, then to iron. But I don't know if you wanted it that way, since it isn't mentioned in the description. And basic boots can't be changed to iron boots. Instead, basic gloves turn into iron boots. Also, I think that "ironize" as a word doesn't exist :). Use something more general, like "Improve item" or "Upgrade gear".

-You can transform 3 ore into copper. You should also be able to turn 3 copper into iron.

-You should be able to buy copper and iron, not only ore. Maybe as a reward for a quest?

-Small typo in "Change Job (Weaponcraft)" description: write "you" instead of "u".

-Archer can wear both Basic Gloves and Plain Ring at the same time, although these items are both labeled as accessories.


EDIT: Also tested Alchemist:

-Materialize Weapon level 4 description is wrong: the weapon gives +60 dmg, not +45.

-Using Naturalist's "Rock Golem" spell with Alchemist master skills will also summon a Mud Golem. The opposite is also true: summoning a Mud Golem also summons a Rock Golem.

-When wanting creating a Hi Potion, you get a Healing Potion. 2 Shimmerweed is deducted.

-If you create poison from Potion Brewer and you also have the Alchemist skills, the "Create Poison Potion" will also cause the "Materialize Weapon" spell to trigger at the same time.

-If you change your class from Naturalist to something else, not all creatures are removed.

-It's kind of weird for wolves and worms to drop "SPIDER Poison". Maybe change the name to "Venom"?

-If I have a materialized weapon in slot 1, I can't use Potions Brewer's "Potion Throw" spell because I can't move anything to or from slot 1. I suggest you do not lock the weapon in the inventory for 30 attacks. Instead, be able to move it in you inventory as you like, but make it dissapear if you drop it to the ground or give it to someone else.

-Apart from your hero, there are 3 other units from the town named "Aaron". How common can that name be in a town with under 50 people? :) Change the names of the engineers and the alchemist.


Hope this helps. If I have time, I will also test other classes and give you feedback. Anyway, the map is very good, keep up the good work.
 
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Level 5
Joined
Feb 24, 2009
Messages
110
Hey there, I've just played your map twice. first time with alche, and then fighter.
I really liked the map, to bad it was just a beta.
Here goes my review: (hope you find it useful)

Bugs:
*With fighter, I got 2 or 3 creeps stucked while using the first skill (you should make bosses not moveable)
*Using the same skill, while fighting a big pack of wolves, I killed the targeted one, and all the rest (around 5 or 6) dissapeared. happend 2 or 3 times
*Annoying message non-stop: "You need to have a compitable item in slot 1" (showed both with alch and fighter
)
Things I really liked:
*Wood Elemental eating other summons was awesome! ^^
*The whole class thing, how items for jobs dont take space in your inventory
*Forging weapons (way more interesting than alchemist/chemistry)
*after level 15 you can get a new job out of two to choose from
Things to improve
*Dialogs go way to fast (I know u can check in dialog, but still)
*No Help/Tips at F9
**I didnt know exactly how the changing class thing worked, or that I wouldnt be able to take previous job's skill if I wasnt level 20 before changing, it said it when it was already to late to stop the job changing.
**Make Optional quest for People in the town/Lore (not that necesary), Jobs, Forging system/Herbalism system...
*You are asked to choose a job way to soon after game starts. Make the player go talk with Guy the Guide again and then he can chose, or player can directly chose it at the Job *Master , after he gives a more indepth explanation about it (and/or reading more about it at F9)
*Game was a little bit to easy, specially with alchemist. I could just stay at the city with the golem owning and waiting till he killed XX out of XX creeps and claim reward.
*That it was a test map and not the whole thing! Just kidding ^^
Conclusion:
*Try to improve those little details, and make it multiplayer with increased difficulty based on number of players.
*I really like the potential this map has.
*Please finish it soon, Im looking forward for this map.

 

CyberDuelX16

C

CyberDuelX16

Ugh, it's been 4 months since his last post, you sure he's still workin on this?
 
Level 3
Joined
Nov 16, 2009
Messages
66
No, i asked him.

Heres the quote of the message(hope he wont mind that i show it to everyone):
skamigo said:
lateris said:
Hello, i wanted to ask if you were still working on that map.

no sorry I quit due to all the work I had to do for school, and I don't think I'll be able to finish it, as it took me forever just to make the small test version
 
Level 9
Joined
May 22, 2009
Messages
276
It's been a while since I've been online, to my surprise there's been some posts added to this topic :p, I might return working on it if I find my notes (about 30 pages) about the map, and my ideas, etc....

Since there's quite some bugs my first priority would be to fix those, and then maybe later add more storylines and classes (this actually takes most of the time, adding new classes and abilities). I might just make the map with one of 4 classes and then add a new one each ver, I dunno, I'll see what I can do, it's been so long since I last opened the editor, I'm rusty

Also, new emoticons? :vw_wtf:

BTW, has anyone tried sorcerer? I know it's a boring common class, but I've put quite some time into making the spells, would like to see if anyone finds some bugs, or just has some feedback on it
 
Level 3
Joined
Nov 16, 2009
Messages
66
It's been a while since I've been online, to my surprise there's been some posts added to this topic :p, I might return working on it if I find my notes (about 30 pages) about the map, and my ideas, etc....

Since there's quite some bugs my first priority would be to fix those, and then maybe later add more storylines and classes (this actually takes most of the time, adding new classes and abilities). I might just make the map with one of 4 classes and then add a new one each ver, I dunno, I'll see what I can do, it's been so long since I last opened the editor, I'm rusty

Also, new emoticons? :vw_wtf:

BTW, has anyone tried sorcerer? I know it's a boring common class, but I've put quite some time into making the spells, would like to see if anyone finds some bugs, or just has some feedback on it

Yay, Skamingo is back!

I tried all the classes, but its been a while. Ill try them again, then ill update this post.

So, i tried the mage. I didnt find almost any bugs, just a few little things:
1. His ultimate isnt very useful, it doesnt help much. Also, when i fought the corrupted treant, i got that stench that deals 1 damage per second, and my ultimate skill worked against that attack, so i kept blocking 1 damage it deals and regenerating 1 mana.
2. The damage of spliting fire to surounding units is low, very low, at the beggining it helps a little bit, but later its the same as if i would cast a single fireball.

The i became the dark mage, who is realy tough. His skills were also interesting - the dream eater, immoral aura, and vortex were very nice, hex was quite good too, though not so useful.
 
Last edited:
Level 9
Joined
May 22, 2009
Messages
276
Yay, Skamingo is back!

I tried all the classes, but its been a while. Ill try them again, then ill update this post.

So, i tried the mage. I didnt find almost any bugs, just a few little things:
1. His ultimate isnt very useful, it doesnt help much. Also, when i fought the corrupted treant, i got that stench that deals 1 damage per second, and my ultimate skill worked against that attack, so i kept blocking 1 damage it deals and regenerating 1 mana.
2. The damage of spliting fire to surounding units is low, very low, at the beggining it helps a little bit, but later its the same as if i would cast a single fireball.

The i became the dark mage, who is realy tough. His skills were also interesting - the dream eater, immoral aura, and vortex were very nice, hex was quite good too, though not so useful.

thx for the feedback.

Did u perhaps not have any messages like "this item must be in slot 1" or something like that when casting spells? I just downloaded the map from here since I got a new pc, and it gave that message, while it never happened when I first posted it. The file might be damaged or whatever, if so I'll retrieve the original from my laptop ^^

I played mage myself, and ye, spitting fire isn't good enough, prolly will change that
 
Level 9
Joined
May 22, 2009
Messages
276
Ok I found my notes, so that's one step forward

I won't add everything I planned on doing, mainly classes, but let me tell you what I will do:

-fix all bugs and possible as many of the ideas given
-focus on 1 or 2 class(es) for each of the 4 skills, these are
-> Weaponcraft ->>> Brute (and possible archer)
-> Magic ->>> Dark and red mage
-> Alchemy ->>> Potion Brewer
-> Engineering ->>> mechanic (Robot)

-I WON'T make it able to chose 2 of the 4 skills in game, as that would create to much possible classes, and stuff that might conflict, but it MIGHT be added after I have a finished version, even tho I'd rather just work on normal classes first to add
-I won't make it multiplayer, would be too much work, and I like single player more really
 
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